Professional Documents
Culture Documents
Crew Building.......................................................................................................................... 5
Contested Regions................................................................................................................ 10
1
• This section provides an overview of the campaign’s mechanical structure and is designed to
be a quick reference guide for players to refer to during each session.
• The campaign consists of 5 ‘Rounds’, of which each can be divided into four ‘Phases’. The
winner of the campaign is the player with the most campaign points (CP) at the end of the
final round.
1. Arrange games/opponents using map. Any contested hexes MUST fight, if none are, then
draw at random.
! If you are contesting with more than one rival, priority of choice goes to the player
facing the most threats. If equal, either make a mutual agreement or randomly
generate opponent. You immediately lose the contested space to the rival you do not
battle this turn.
2. Prepare crew with appropriate points value from available survivors.
! Remember, you cannot make use of benefits from contested sites.
3. Check any survivor injuries from last turn and also ensure unused supplies from previous
battle are allocated to a survivor(s). These are not part of the points total.
2
–
Round 0
Round 1
• While it might be natural to choose random opponents for the first round of battles, it might
be suitable to select a rival faction from the opposite side of the map for your first game,
given the likelihood of facing closer rivals in subsequent rounds.
• The Umpire’s role is to make judgment calls and maintain the air of mystery to the
placement of faction tokens. The same can be achieved amongst players by simply marking
different copies of the map before all revealing placements together.
3
• Each battle will be ‘The Walking Dead’ scenario, unless your ‘base’ is being attacked, in
which case the game type must always be ‘Assault’.
• Each game will make use of the event and supply deck lists featured in this document.
• Once a campaign card has been drawn, it is removed from the deck to avoid repeats.
4
• Starting crews should be thematically linked for story purposes. Those chosen for this
campaign are;
o The Grimes Family (Rick, Carl, Lori, Shane)
o The Saviours (Negan, Tara, Dwight, John, Laura, Sherry)
o Prisoners (Dexter, Andrew, Thomas, Axel)
o The Greene Family (Hershel, Billy, Maggie, Susie & Rachel)
• Each crew starts at a 250 point allocation, which increases to 300 in rounds 4-5.
• Models must be equipped with weaponry that is as close to their physical representation as
possible, while keeping within the points limit. (Negan ideally should have Lucille, but in
earlier battles he might have to make do with a normal baseball bat.)
• New equipment is earned either through control of unique sites, or through unused supply
gains after a battle. These can be allocated in the planning phase but must still conform to
the points limit.
• If a model is not represented with a weapon, or struggles to find one beneath the point
threshold, consult the table below for a suitable alternative.
• For armour and additional equipment, survivor groups can select from the table below of
appropriate starting gear. No item can be given to more than one model unless it was
acquired as a supply token in a previous battle.
• Starting crew gear should be agreed between all players and the umpire before beginning.
• Models that have more than one iteration (e.g. Rick Grimes) may use any version they wish
as long as it is within the points allocation. This does not have to be the same each round.
5
Item Type Name
Baseball bat
Claw Hammer
Crowbar
Hatchet
Hockey Stick
Kitchen knife
Lucille (Negan)
Martial Weapons
Machete
Metal Pipe
Rick’s Hatchet (Rick)
Shovel
Small Knife
Two by Four
Wrench
.22 Revolver
.38 revolver
12 Gauge Shotgun
Ranged Weapons
9mm Pistol
Glass Bottle
Rick’s Pistol (Rick)
Alarm Clock
Ammo Reload
Bandages
Cuban Cigar
Additional
First Aid Kit
Equipment
Hershel’s Bag (Hershel)
Liquor
Lucky Charm
Rick’s Telephone (Rick)
6
• The following event cards are in play;
• During the course of the campaign, it is likely that some ‘survivors’ may not survive. To
simulate the ongoing risks of conflict, using the following rules;
• At the end of each battle, for every survivor removed as a casualty roll a white dice. This
value is removed from their total hit points for the next campaign round only. This may lead
to some players ‘resting’ injured survivors for a round to avoid sustaining further damage.
• At the end of each battle, for every survivor still alive but suffering the ‘bitten’ condition, roll
a black dice. On a blank, they will start the next campaign round with the condition. On a
shield, they will behave as normal.
• Should a survivor be removed from play due to a failed bite check in an End Phase, they are
considered ‘dead’ for the campaign, and cannot be used in subsequent rounds (in any
iteration). They are now one of the Walking Dead.
7
• Below is the blank map to be used in the campaign, along with suitable starting positions.
Players can either allocate or choose these at random.
8
Who can
Equipment Available for
Number Site be Benefit
Purchase
recruited?
Andrea, Chainsaw, Hay Hook, Horse, Models in your group reduce the
1 Farm Amy, Glenn, Lasso, Pitchfork, Scythe, Glenn’s cost of Hay Hooks, Horses, Lassos,
Billy & Ben Knife, Vetinary Bag Pitchforks and Scythes by 4 points.
Woodbury Pump Action Shotgun, Riot Models in your group reduce the
Army (Prison Baton, Riot Gear, Riot Shield, cost of Riot Batons, Riot Gear, Riot
2 Prison
Advisors if Riot Helmet, Taser, Shiv, Stab Shields and Riot Helmets by 2
eligible) Vest, Tear Gas Grenade points.
When models in your group use any
Father items that restore lost health, they
Cleaver, Walking Stick, Fire Axe,
Gabriel, restore 1 additional health point
Meds, Adrenaline Shot,
3 Hospital Dr. Stevens automatically. At the start of each
Prosthetic Arm, Medical Bag,
Morgan, game take one set of bandages
Holy Bible, Church Candle
Duane from the Supply deck and give it to
any member of your group.
Hunting Knife, Tranquilizer Gun, Once per game, you may upgrade a
Hunting
4 Hunters Crossbow, Rifle Scope, Silencer, cover dice OR add an additional red
Ground
Smoke Grenade, Bear Trap dice to a defence roll.
Compound Bow, Felling Axe,
Lee & All Special Item cards cost 1 point
Mini- Radio, Backpack, Paper Bag,
5 Clementine, less than usual (to a minimum of 1
Mart Molotov, Hiking Pole, Artificial
Dale point).
Leg
AK-47, Baretta 82, Colt, 1911, At the start of each game take an
Gun Derek’s Bandoleer, Speedloader, Ammo Reload from the Supply deck
6
Store Scavengers Suppressor, AP Ammo, Camo and give it to any member of your
Gear group.
Abraham, M16 Assault Rifle, M4 Carbine,
National Models in your group reduce the
Carlos, Grenade, , Makeshift Body
7 Guard cost of Rifle and Handgun weapons
Rosita, Armour, Body Armour,
Outpost by 2 points.
Eugene Advanced Combat Helmet
Browning Hunting Rifle, When placing Faction markers
Browning III-Power, during the Update Map campaign
Ezekiel &
8 Kingdom Shikomizue, Fresh Meat, Gory phase, you may place markers up to
Shiva
Clothing, Keepsake, Flashbang, two spaces away from an existing
Chain marker, rather than adjacent.
Tyreese’s Hammer, Titanium The first model in your group that
Football Tyreese, Baseball Bat, Megaphone, would have to Panic during the
9
Stadium Chris, Julie Football Pads, Football Helmet, game ignores the Panic rules and
Net acts normally that turn instead.
CZ-82, Michonne’s Katana,
Michonne,
Katana, Michonne’s walkers This site is worth an additional 1
10 Oil Rig Carol,
(Mike & Terry), Travelling Cloak, campaign point each round.
Sophia
Flare Gun
9
• A ‘contested region’ is any hex zone that has more than one faction vying for control of it.
• Factions that have a unique site being contested do not gain the benefits of its crew
additions, equipment, or benefits – even if that battle is taking place on that hex.
• Contested sites will often inform the battles fought in each phase, see ‘Campaign Overview
and Structure’. It is important to note that a faction cannot ‘push through’ an opponent’s
controlled faction markers to get to another one behind.
! I.e. You cannot go straight for an opponent’s base with your placement of faction
markers unless there is a direct route that does not cross one of their markers.
10